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Extra Master Level Experience Unlocks


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Poll: Extra Master Experience Unlocks (44 member(s) have cast votes)

Do you agree with the proposal?

  1. Yes (40 votes [90.91%])

    Percentage of vote: 90.91%

  2. No (3 votes [6.82%])

    Percentage of vote: 6.82%

  3. Abstain (1 votes [2.27%])

    Percentage of vote: 2.27%

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#1 Butane9000

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Posted 20 November 2014 - 07:51 AM

I'd like to see additional master level unlocks. The extra Mech/Weapon module is good but I'd like to start seeing more unique master unlocks for each chassis. Specifically there would be three total master experience unlocks:

Mech/Weapon Module slot (already in game)
Generic IS / Generic Clan perk
Chassis Specific Perk

Let me give an example:

Awesome AWS-9M
Mech/Module Slot
10% increased XL Engine health
9M ERPPC Ghost Heat limit increased by 1 (to 3)

for clans:

Timber Wolf Prime
Mech/Module Slot
Reduce Omni pod requirement to from 5 to 3 for XP bonus
10% heat reduction on Clan heavy energy weapons (CERPPC, CERLL, CLPL)

Another IS example:

Hunchback HBK-4G
Mech/Module Slot
Reduced critical chance on weapon components by 5%
Extra 1 ammo per ton for AC20 ammunition

So what do you think?

#2 FrontGuard

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Posted 20 November 2014 - 08:07 AM

Yes... more, good idea.
Like 5% speed increase or 5% overall heat reduction

#3 Butane9000

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Posted 20 November 2014 - 08:16 AM

Locust LCT-1V
Mech/Weapon Module Slot
Additional 10% speed increase
15% critical chance increase for machine guns

Catapult CPLT-C4
Mech/Weapon Module Slot
10% faster lock time
Extra 20 LRM ammo per ton

Nova Prime
Mech/Weapon Module Slot
10% better heat dissipation
10% better jump jet efficiency

Warhawk Prime
Mech/Weapon Module Slot
10% Better heat dissipation
Warhawk Prime (5/5 Onmipods equipped) increased CERPPC Ghost Heat limit by 1 (to 3)

Are just more examples.

#4 Kalimaster

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Posted 20 November 2014 - 08:26 AM

I must admit. I like this idea. Commencing with begging so we can get these.... :)

#5 Telmasa

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Posted 17 December 2014 - 12:36 PM

My founder's catapult has enough experience on it to justify a perk enabling mounting the Death Star's cannon on the nose of the thing.

Just sayin'!

#6 Kenyon Burguess

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Posted 17 December 2014 - 01:00 PM

can I choose a perm perk from a list? that way I can be original-ish

#7 Twilight Fenrir

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Posted 17 December 2014 - 03:56 PM

I like this idea...

Yeah, my founders Jenner has 300,000 XP over master right now XD I have a few other mechs over 100K+ over master

View PostButane9000, on 20 November 2014 - 08:16 AM, said:

Locust LCT-1V
Mech/Weapon Module Slot
Additional 10% speed increase
15% critical chance increase for machine guns



A speed increase to the Locust wouldn't do anything. There's a speed-cap in the game. And the Locust already exceeds it.

#8 Fubbit

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Posted 17 December 2014 - 04:14 PM

Cool idea.

The whole XP unlock situation could really use some love.

Dovetails nicely with the quirk system as well.

#9 Redshift2k5

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Posted 17 December 2014 - 08:12 PM

I'd rather see non-gameplay items such as cosmetics, earn patterns, decals, or alternate heads/pauldrons/etc for your mech.

We have a lot of stuff to grind for that affects a mech's stats, and while it would be nice to give your mastered mechs more "purpose", additional stats beyond the current skill tree just add more "must-have upgrades" and further widens the gap between haves and have-nots, whereas cosmetic upgrades would not offer statistical advantages but be hella cool and worth earning.

#10 LeKrisser

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Posted 18 December 2014 - 03:53 AM

The next Master Level or Grand Maste rLevel should be unlocked with how many Mech XP?

I would say like 250.000? (something between 100k and 500k at least)

#11 The Great Unwashed

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Posted 18 December 2014 - 04:04 AM

I don't think overly large bonuses should be given, because adding 5% heat or speed bonuses or such are excessive IMO. Instead, I'd favor permanently unlocking/installing modules you otherwise do not use, such as the hill climb, speed retention and so forth. You'd have a whole new tier of bonuses to unlock that only slightly improve the mech. Personally I'd be much in favor of a permanent radar range upgrade or free advanced zoom but those could already be considered unbalanced.

Edited by The Great Unwashed, 18 December 2014 - 04:05 AM.


#12 Navid A1

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Posted 18 December 2014 - 05:04 AM

This is a very good idea.

maybe it should be limited to 2... 1 extra slot which we already have, and a multi-choice perk requiring GXP (or mech xp) each time player wants to change between them... like between reinforced internal structure, improved heat conduction or any other perks like these.

Edited by Navid A1, 18 December 2014 - 05:06 AM.


#13 Sigmar Sich

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Posted 18 December 2014 - 08:52 AM

I like form of the idea, but i guess gap between fresh mech and elite skilled is big enough, to add something more.
I think would be better to transform mech skills to more individual sets, maybe make some quirks unlockable.

#14 Scout Derek

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Posted 18 December 2014 - 09:15 AM

This is a great idea, but for the Extra master level, have it at 50,000 Mech Exp, to make it fair.

#15 Koniving

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Posted 18 December 2014 - 09:21 AM



#16 Scout Derek

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Posted 18 December 2014 - 09:29 AM

View PostTwilight Fenrir, on 17 December 2014 - 03:56 PM, said:

I like this idea...

Yeah, my founders Jenner has 300,000 XP over master right now XD I have a few other mechs over 100K+ over master



A speed increase to the Locust wouldn't do anything. There's a speed-cap in the game. And the Locust already exceeds it.

Maybe more armor, or an decrease in cool down of energy weapons or an increase of range for weaponry?

#17 s0hno

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Posted 18 December 2014 - 09:42 AM

I like the idea. It should be something that would't give a major advantage, but which makes us feel like we finally get to use our massive amount of experience points. Let's say 100 000 for an additional module slot, 200 000 for +5% torso turn rate etc.
Should be really expensive and rather give a slight effect which can be used by experienced players in their favourite mech.

In this matter, even creating a skill tree - system is conceivable, something like deciding between
- energy bonuses
- ac bonuses
- support bonuses
- movement
etc.

So you can even more adapt your mech to your playstyle.

#18 Levi Porphyrogenitus

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Posted 18 December 2014 - 10:14 PM

/signed

I'd love to see some kind of Tech Base quirk unlocked by Master 2, and some kind of Chassis quirk unlocked by Master 3.

Some examples of the latter might include the following:

Atlas: Tough as nails [+15 CT armor]
Jenner: Overgunned [+5% weapon cooldown rate]
Hunchback: Bruiser [+8 CT IS]
Catapult: Ultimate fire support [+5% range to all weapons]

Those are, of course, merely example/placeholder values and suggested Master 3 unlock types.

#19 Twilight Fenrir

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Posted 22 December 2014 - 05:14 PM

View PostRedshift2k5, on 17 December 2014 - 08:12 PM, said:

I'd rather see non-gameplay items such as cosmetics, earn patterns, decals, or alternate heads/pauldrons/etc for your mech.

We have a lot of stuff to grind for that affects a mech's stats, and while it would be nice to give your mastered mechs more "purpose", additional stats beyond the current skill tree just add more "must-have upgrades" and further widens the gap between haves and have-nots, whereas cosmetic upgrades would not offer statistical advantages but be hella cool and worth earning.

I really like this idea, and it's the best one I've seen so far :3

Or, maybe, just give a direct conversion rate between mech XP and GXP. Something that wouldn't cost MC. Go ahead and make it something stupid high, like 100 mech XP = 1 GXP, or even 500 MXP = 1 GXP. Just give us SOMETHING free to do with the mountains of MXP we've accrued over the years XP

Edited by Twilight Fenrir, 22 December 2014 - 05:46 PM.


#20 Nightmare1

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Posted 23 December 2014 - 12:30 PM

This is cool. :)





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